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V3 Combat Formula

 Post subject: V3 Combat Formula
PostPosted: Wed Mar 20, 2013 7:43 am 
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Astro-Path
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Player Damage / Touch Formula

Used to know how much a player makes as damage.
Variables

TOT = USTATS+MSTATS
USTATS (user stats) = DEXTERITY
MSTATS (monster stats) = (MONSTER LEVEL * 2) or STRONGNESS of the monster

MPRO (monster protection) = MONSTER LEVEL * (MONSTER LEVEL ^ 0.25) * (ACTUAL PRO/BASE PRO)
BASE PRO = 50
ACTUAL PRO = PRO of the monster (Range from 25 to 75)

Note:
- STRENGTH and DEXTERITY in the formula refers to Base STR/DEX + Item STR/DEX + temp STR/DEX from potions.

Using Guns

TOUCH = if(random(0,TOT) < USTATS*1.5) user touched the monster
-> This means that if the TOT (see above) is less than 1.5 times the user’s dexterity, then the player can hit the monster.

Max DMG = BULLET ATTACK / 2 + GUN ATTACK*ELEMENT + TOTAL STRENGTH / 2 + TOTAL DEXTERITY /3

where ELEMENT = 1.0 if no elemental bonus/penalty

-> This means that the maximum damage that can be done is based on on half of the bullet’s damage, user’s attack, half of the user’s strength, and a third of their dexterity, all added together.

Damage done to monster = random(0.5*Max DMG,Max DMG) - Monster Protection
-> Damage done to a monster is between the 0.5 of max damage and the max damage itself minus the monster protection.

Using Other Weapons

TOUCH = if(random(0,TOT) < USTATS*1.5) user touched the monster
-> This is the same as the gun touch formula.

Max DMG = ATTACK + STRENGH / 2 + DEXTERITY /3
-> This means that the sum of the user’s attack, half of the strength, and a third of their dexterity equals the maximum damage that they can do.

If the player is a Cavaliar and weapon is a sword then Max DMG = Max DMG * 1.5
If the player is a Marauder and weapon is an axes then Max DMG = Max DMG * 1.2

Damage done to monster = random(0.5*Max DMG,Max DMG) - Monster Protection
-> Damage done to a monster is between the 0.5 of max damage and the max damage itself minus the monster protection.

Second weapon:
2ND TOUCH = if(random(0,TOT) < USTATS*1.5)
-> This is the same as the gun touch formula.

2ND Weapon Max DMG = Damage done to monster
Max DMG = ATTACK of 2nd weapon + STRENGH / 2 + DEXTERITY /3
-> This one is for Vandals - sum of the attack of the second weapon, half of the strength, and a third of their dexterity equals the maximum damage that the 2nd weapon hit can do.

2ND Damage done to monster: random(0.5*2ND Weapon Max DMG,2ND Weapon Max DMG)-Monster Protection
-> Damage done to a monster is between the 0.5 of 2nd weapon max damage and the 2nd weapon max damage itself minus the monster protection.

Using Psionics

TOTINT = Base INT + INT from Equipment and Potion
TOTPSIONICS= HEAL + PROTECT + ATTACK + (FREEZE * 20) + (VAMPIRE * 2)
-> Total mutant points is equal to base psionic effect/damage of Heal ability plus Protect ability plus Attack ability plus 20 times Freeze turns plus 2 times Vampire effect (take health/mutant points)
-> Example, a Mental Freeze will have 20 * 3 freeze turns giving 60 mutant points; an Ice Blast will have 40 base attack plus 20 * 3 turns giving 100 mutant points; a Little Life Drain will have 20 base attack plus 2 * 10 vampire effect giving 40 mutant points.
PROB = rand(0, TOTINT*4 + TOTPSIONICS)

FAILURE =if(PROB > TOTINT*4 && Otherschool)
-> A mage fails to cast another school's spells if PROB is greater than four times of TOTINT

DIF = Monster level - Player level
FREEZE = if(DIF < 3 || rand(0,DIF + TOTINT/4) < TOTINT/4)
-> Player is able to freeze monster if the monster's level is not higher by 3 levels, or if random sum of DIF and quarter of TOTINT is less than a quarter of TOTINT

Max DMG = SPELL DMG + INT / 3 + INT FROM Equipment and Potion / 4
-> The maximum damage for a spell is the spell’s damage, plus a third of the user’s base intelligence and a quarter of any intelligence that their items add and effect of potion.

Damage done to monster = random(0.8*Max DMG,MaxDMG)-(Monster Protection/3)
-> Damage done to a monster is between the 0,8 of max damage and the max damage itself minus one-third of the monster protection.
-> Heal and Protection spells use a similar formula but not taking monster protection into calculation.

Pet Damage / Touch Formula

Used to know how much a pet makes as damage.

Variables

ceiling = rounded up to next whole number
PET ATTACK = pet base attack/100
Pet Damage

TOUCH = 100% chance
-> Pet always hit a monster, except when they have zero Fullness/Happiness or the player's doesnt have the cha requirement to control the pet.

Max DMG = ceiling (((PET LEVEL*2) + 5) * PET ATTACK)
-> Pet level multiply by two, then plus five, the multiply by the pet's attack, then rounded up the result to the next whole number

Damage done to monster = random((2/3*Max DMG),Max DMG)-(Monster Protection/2)
-> Damage done to a monster is between the 2/3 of max damage and the max damage itself minus half of the monster protection.
Monster Damage / Touch Formula

Used to know how much damage done by monster to a player & pet.
Variables

MONATK = if(ranged,4,5) * MONSTER LEVEL * (ACTUAL ATK/BASE ATK)
BASE ATK = 50
ACTUAL ATK = ATK of the monster (Range from 25 to 75)
USRPRO = Equip PRO + Combat PRO
->Player's protection is equal to protection from equipment plus protection from protection spells.
PETPRO = Pet base protection / 100
Damage done to Player

TOUCH = 100%

Damage done to player
Damage done to player = random(0.6 * MONATK, MONATK) - USRPRO
-> Damage done to is between 0.6 of monster attack and monster attack itself, less player's protection.

Criticals -> There is a small chance after 5 rounds of combat that a monster can deal between 2 and 3 times it's maximum damage.

*** Note: This only affects players over level 20 and between the levels of 20 and 30 it can only be 2 times max damage.

Damage done to Pet

TOUCH = if(random(0,100) < 33/PETPRO)
-> Monster can hit pet if a random number between 0 and 100 is less than 33 divided by hundredth of pet's base protection.
-> E.g. A pet ghost (base protection of 300) is hit when the random number is less than 11 (33/(300/100) = 33/3 = 11).

Damage done to pet
Damage done to pet = random(0.6 * MONATK, MONATK)/4
-> Damage done to pet is a quarter of between 0.6 of monster attack and monster attack itself.

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 Post subject: Re: V3 Combat Formula
PostPosted: Wed Mar 20, 2013 9:02 am 
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Lance Corporal
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WHO INVENTED THIS...THIS F@C%ING FORMULA ??? :====
Sorry ... but this formula is totally impossible to understand for normal user ..... My head explooode :-o

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 Post subject: Re: V3 Combat Formula
PostPosted: Wed Mar 20, 2013 10:33 am 
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Azariel wrote:
WHO INVENTED THIS...THIS F@C%ING FORMULA ??? :====
Sorry ... but this formula is totally impossible to understand for normal user ..... My head explooode :-o


Yes, I know, but this is the formula that came with the engine. However I posted it here so all the users can take a look at and if they like can propose a different Formula, or modify this one, or leave this one alone all together.

McCragge

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 Post subject: Re: V3 Combat Formula
PostPosted: Thu Mar 21, 2013 4:17 am 
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Hmmmm ... previous experiments have not given too much but is a little better now (if You use very good gun) .... I have a next experiment proposal :
I damage line: 2 str increase damage by one point , 3dex increase damage by one point.... When players leveling - they not see any difference....

My proposition is change that .... 1 str = 1 damage and 2dex = 1 damage
why str still work better? Thats simpley.... Str boost only damage and hp - is basic stat for Close Combat Fighters... but not increase chance to hit... Melee fightrs must invest a little to dex too...
Dextiryty increase damage and chance to hit - is basic stat for Gunslingers...


I think combat formula is very complex but if is not possible to fast change this formula - this small change can be fer for both classes ,and MAYBY fix damage problem....

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 Post subject: Re: V3 Combat Formula
PostPosted: Sat Mar 23, 2013 1:25 pm 
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I feel that for guns, it should be the opposite, 3str = 1 dmg and 2 dex = 1 dmg, then for blades and weapons of the such, it should be 2 str = 1 dmg and 3 dex = 1dmg.


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 Post subject: Re: V3 Combat Formula
PostPosted: Mon Mar 25, 2013 9:40 am 
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New gun combat formula is

MAX DAM = BULLET ATTACK + TOTAL STRENGTH / 2 + TOTAL DEXTERITY - Monster Protection.

So right now, I have to go and adjust guns, because the attack value is worthless for guns and needs to be put into the dex boost of the gun, which will make guns more deadly.

McCragge

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